Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.6.7

Addons

OldRPG - Overdrive - 1 of 6 1.6.5

Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required)

OldRPG - Overdrive - 2 of 6 1.6.5

Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required)

Items Vault 1.6.0

OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5

OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both)

OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5

Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both)

Possessor Bonus Class 1.6.6

OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5

OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both)

OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5

OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both)

Effective talent level: 5.2Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You enter an aggressive battle rage, increasing Accuracy by 20 and Physical Power by 28 and making you nearly unstoppable, granting 51% stun and pinning resistance.
Sustaining this rage takes its toll on your body, decreasing your life by 2% each turn, but for every 1% of life missing you gain 0.5% critical hit chance.
Even when sustained, this talent is only active when foes are in sight.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength.

Berserker Rage

4/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 12.6Range: melee/personalCooldown: 43Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Hits the target with your weapon, doing 80% damage. If the attack hits, the target's armour and saves are reduced by 0 for 2 turns.
Also if the target is protected by a temporary damage shield there is 820% chance to shatter it.
Armor reduction chance increases with your Physical Power.

Effective talent level: 2.6Use mode: PassiveDescription: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 33% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 6%.
The daze chance increase with your Physical Power.

Mortal Terror

2/5

Effective talent level: 5.2Use mode: PassiveDescription: Delight in spilling the blood of your foes. After scoring a critical hit, your maximum hit points will be increased by 10%, your life regeneration by 5.12 per turn, and your stamina regeneration by 1.02 per turn for 10 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 25.59 and 5.12 each turn, respectively.

Bloodbath

4/5

Effective talent level: 0.0Use mode: PassiveDescription: You delight in the inflicting of wounds, providing 5 physical power.
In addition when you make a creature bleed its physical damage resistance is reduced by 0% (but never below 0%).
Physical power depends on your Strength stat.

Bloody Butcher

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 126Range: melee/personalFixed Cooldown: 45Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: You enter a battle frenzy for 1 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
At the end of the frenzy, you regain -1% of your health per foe slain during the frenzy.
While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death.

Unstoppable

0/5

Technique / Combat techniques

1.30

Effective talent level: 1.3Use mode: ActivatedStamina cost: 23.1Range: 6Cooldown: 56Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 21Range: melee/personalCooldown: 1Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 120% weapon damage.

Fearless Cleave

1/5

Effective talent level: 2.6Use mode: ActivatedStamina cost: 31.5Range: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Spin around, extending your weapon in radius 2 and damaging all targets around you for 190% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 65% damage over 5 turns

Death Dance

2/5

Effective talent level: 1.3Use mode: ActivatedStamina cost: 26.3Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Takes advantage of a wounded foe to perform a killing strike. This attack is an automatic critical hit that does 1.2% extra weapon damage for each % of life the target is below maximum.
(A victim with 30% remaining life (70% damaged) would take 187.1% weapon damage.)
If an enemy dies from this attack then two of your talent cooldowns are reduced by 2 turns and Execution's cooldown is reset.

Execution

1/5

Generic Talents

Race / Higher

1.00

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 73Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Call upon the power of the Highborn, increasing all damage by 11% and reducing all damage taken by 11% for 5 turns.
The bonus will increase with your Magic.

Wrath of the Highborn

1/5

Effective talent level: 0.0Use mode: PassiveDescription: While Highers are not meant to rule other humans - and show no particular will to do so - they are frequently called to higher duties.
Their nature grants them better senses than other humans.
Increase blindness immunity by -1%, maximum sight range by 1, and increases existing infravision, and heightened senses range by 1.
At talent level 5, each time you hit a target you gain telepathy to all similar creatures in radius 15 for 5 turns.

Overseer of Nations

0/5

Effective talent level: 0.0Use mode: PassiveCooldown: 84Description: Highers were originally created during the Age of Allure by the human Conclave. They are imbued with magic at the very core of their being.
Increase spell save by 0 and arcane resistance by 0%.
Also, when you cast a spell dealing damage, you gain a 20% bonus to the damage type for 5 turns. (This effect has a cooldown.)

Born into Magic

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 86Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Activate some of your inner magic, using it to power your abilities. For the next -1 turns all active talents will be used without resource cost.
Your resources must still be high enough to initially power the talent and failure rates (etc.) still apply.

Highborn's Bloom

0/5

Technique / Conditioning

1.30

Effective talent level: 6.5Use mode: PassiveCooldown: 25Description: You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by 52%.
Whenever your life falls below 50%, your life regeneration increases by 59.1 for 8 turns (473 total). This effect can only happen once every 25 turns.
The regeneration scales with your Constitution.

Vitality

5/5

Effective talent level: 1.3Use mode: PassiveDescription: You've learned to recover quickly from effects that would disable you. Each turn, you have a 20% chance to recover from a single stun effect.
At talent level 2 you may also recover from Blindness, at level 3 Confusion and Pins, and level 4 Disarms and Slows.
Effects will be cleansed with the priority order Stun > Blind > Confusion > Pin > Disarm > Slow.
Only one effect may be recovered from each turn, and the chance to recover from an effect scales with your Constitution.

Unflinching Resolve

1/5

Effective talent level: 1.3Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Enemies are intimidated by your very presence.
Enemies within radius 6 have their Physical Power, Mindpower, and Spellpower reduced by 12.
The power of the intimidation effect improves with your Physical power

Daunting Presence

1/5

Effective talent level: 2.6Use mode: ActivatedRange: melee/personalCooldown: 40Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You release a surge of adrenaline that increases your Physical Power by 11 for 5 turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
You may continue to use stamina based talents while at zero stamina at the cost of life.
The Physical Power increase will scale with your Constitution.
Using this talent does not take a turn.

Adrenaline Surge

2/5

Cunning / Survival

1.00

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 33Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Effective talent level: 2.6Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 6, Armour hardiness by 33%, and reduces the chance melee or ranged attacks critically hit you by 7% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

2/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 6.5Use mode: PassiveDescription: Increases weapon damage by 76% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

5/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Effects

talent

Daunting Presence

talent

Berserker Rage

beneficial effect

Increases critical hit chance by 32%.

Berserker Rage

detrimental effect

The more you use runes, the longer they will take to recharge (+1 cooldowns).

Runic Saturation

detrimental effect

The more you use infusions, the longer they will take to recharge (+2 cooldowns).

Infusion Saturation

beneficial effect

The thrill of combat improves the target's maximum life by 10%, life regeneration by 5.12, and stamina regeneration by 1.02.

Bloodbath

beneficial effect

The target has 59 increased life regeneration.

Recovery

detrimental effect

Target is drenched with magical water, halving its stun resistance.

Wet

beneficial effect

The target ignores pain, reducing all damage taken by 25%.

Pain Suppression

detrimental effect

The target is hexed. Each time it uses an ability it takes 54.55 fire damage, and talent cooldowns are increased by 59% plus 1 turn.

Burning Hex

Quests

You successfully escorted the injured seer to the recall portal on level 4 of Old Forest.
As a reward you improved Willpower by +5.

Escort: injured seer (level 4 of Old Forest)

done

You failed to protect the lost sun paladin from death by large white snake.

Escort: lost sun paladin (level 2 of Trollmire)

failed

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Horned Horror.* You have explored the Sandworm Lair and vanquished their Queen.* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Shade.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.'

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns.
Also removes cross-tier effects of the affected types for free.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the infusion.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 29Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 61 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones).
If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 148 damage for 3 turns.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the rune.

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 27Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to create a protective shield absorbing at most 140 damage for 4 turns.
Its effects scale with your Willpower stat.It can be used to inscribe your skin with the rune.

A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.

Prox's Lucky Halfling Foot

Crystal Focus
Powered by arcane forces0.00 Encumbrance.

[Unique]
Type: gem / multi-hued ; tier 2

When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight(The created item can be activated to recover the Focus.)Latent Damage Type: ArcaneIt can be used to combine with a weapon (makes a non enchanted weapon into an artifact)

Activation costs 1 power out of 1/1.

This crystal radiates the power of the Spellblaze itself.

Crystal Focus

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns

Activation costs 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.